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Everything posted by Bandy
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AOK, thank you kindly, will address that while getting the " arrow to the knee" taken care of... : D EDIT: briefly, after making profile copy of vanilla STEP install, did not change the BethINI path to the new active profile. That's a bit of a tough one to keep in mind.
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EDIT: apologies, searched forum and thought I was replying to another gray snow thread, ends up I've made another gray thread. I'm seeing gray snow everywhere and seems related though think not same problem as OP. I just completed and followed STEP guide. The snow is gray in close - middle - and distance even on sunny day and I'm not sure why, or where to start troubleshooting. NO additional environmental mods have been added, but did add WIC cloaks and a few NPC mods, nothing that should affect snow. Yes, I ran LOOT a few times during STEP but that seemed to mess up load order, many mods became 'redundant' with zap symbols and required hand re-ordering. Dropbox link to screenshot below... https://www.dropbox.com/s/m6mhogncupdmahw/ScreenShot24.png?dl=0 Coming from a winter region (at least 4 months of thick snow on the ground) seeing gray snow drifts is really hard on my spirit. Thank you for any insights.
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"SkyUI error code 5 Incompatible menu file..." [SOLVED!]
Bandy replied to Bandy's topic in Step Skyrim SE Guide
So far that did the trick! Thank you so much for the recommendation as well. Resolving widescreen issues has a lot of bad advice 'out there' for many games. -
"SkyUI error code 5 Incompatible menu file..." [SOLVED!]
Bandy replied to Bandy's topic in Step Skyrim SE Guide
I was editing as you replied: Just realized I installed months ago a Skyrim interface mod to use with 3440x1440 monitor, and that is the source of the loose interface files. I will delete these files and see what happens. Will need to find a compatible solution for widescreen fix. -
Hello, I have followed STEP guides in past (LE, and various Fallout, now trying newest Skyrim SE STEP) but human error has possibly occurred. I'm troubleshooting FRESH STEP SE install, getting SkyUI errors and not finding a solution thus far. No additional map or inventory mods are installed, only the STEP recommended mods. I'm at end of Step 4, "NOTE: At this point, it's a good idea to launch a NEW GAME to verify that Skyrim loads without CTD..." So started a NEW game, Skyrim appears to run fine and can move about interacting and combat. I can buy/sell with merchants, BUT when I open a container or dead animal inventory I cannot take anything. No transfer possible with any method, item click or R or.... The following five SkyUI error windows are displayed one after the other, each referencing a different incompatible .swf file: SkyUI error code 5 Incompatible menu file (Containermenu.swf) Incompatible menu file (SkyUI/Itemcard.swf) Incompatible menu file (SkyUI/Inventorylists.swf) Incompatible menu file (SkyUI/Bottombar.swf) Incompatible menu file (SkyUI/Configpanel.swf) Make sure you installed everything correctly and no other mod has overwritten MO2 does not indicate any mod is overwriting SkyUI. SKSE version Current SE build 2.0.19 (runtime 1.5.97) is installed, and verified by seeing in game root folder: skse64_1_5_97.dll SkyUI_5_2_SE installed, this "Version 5.2SE - Requires SKSE64 2.0.4 alpha or newer" so OK there... I have reinstalled newest SkyUI (as above), re-ran LOOT, looked into the MCM menus (no obvious changes to avoid errors) and the five errors are repeatable... The Skyrim SE\Data\Interface folder has two folders: 'Exported' (has quest_journal and racesex_menu files) and Inventory Components\Bottombar.swf and then 26 other loose files, but only Containermenu.swf is in the list from the code 5 errors. Perhaps at this point of STEP install I'm not supposed to play into the game to see these SkyUI errors??? Though I do not understand how Step 5 LOD gen, and Step 6 MCM configuring other mods, would cause these five SkyUI errors. Any insights or troubleshooting advice appreciated, thank you. EDIT: Just realized I installed months ago a Skyrim interface mod to use with 3440x1440 monitor, and that is the source of the loose interface files.
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Mod Organizer doesn't activate mods in game
Bandy replied to Oldn00bBlues's question in Mod Organizer Support
I'm not sure but think it may be related to problem in this thread and the NMM update https://forum.step-project.com/topic/13362-mod-organizer-cant-connect-to-nexus/?do=findComment&comment=221616 As mentioned there, I cannot start my TTW FO3/NV game, nor my Oldrim-STEP install from script extender within MO 1.3.11. I know my TTW Fallout was working yesterday, and now it does not, and absolutely nothing else has changed. The "hosts" file edit may solve downloads issue from Nexus, but I cannot start any of my MO games. -
Mod Organizer can't connect to Nexus.
Bandy replied to NightWolf's question in Mod Organizer with STEP
While the "hosts file edit temporary workaround" may help solve downloading from Nexus, I cannot start my TTW Fallout3/NV modded game, nor my SkyrimSTEP via the script extender in Mod Organizer 1.3.11 Here is a troubleshooting thread I started documenting the thrashing about I have done so far... https://taleoftwowastelands.com/content/ttw-will-not-start-mod-organizernmm-update I never installed NMM and have always manually downloaded and installed into MO folder, so I have no idea what the problem is not being able to play these games, or if this NMM update is a red herring. -
GUIDE The Witcher 2: Enhanced Edition Modding Guide
Bandy replied to SynthetikHD's topic in Unsupported Game Guides
Damn this STEP edit post time-out, so not my fault for spamming the thread... Fingers crossed this will work... Sniperwolf1014 wrote: 1. Navigate to the extreme_quality_flora folder in your UserContent folder. 2. Make a backup of the file "cook.hash" then open the original with notepad [you must force .hash to open via file/properties]. 3. Open the downloaded Extreme Quality Flora Compatibility Patch with notepad. 4. Replace the content of cook.hash with the text from the patch. 5. Save cook.hash and load the mod. ALSO be aware: https://forums.nexusmods.com/index.php?/topic/1036291-extreme-quality-flora-v1/page-9 -
GUIDE The Witcher 2: Enhanced Edition Modding Guide
Bandy replied to SynthetikHD's topic in Unsupported Game Guides
FYI, timed out on edit for above post, but at this time don't know if this link will work in-game... Extreme Quality Flora Compatibility Patch https://www.mediafire.com/download/r1qcc461hj41h11/Extreme+Quality+Flora+Compatibility+Patch If anyone can explain how to use this .txt file it would be appreciated. These are the instructions from the Witcher 2 guide, and it just doesn't make sense, unless I'm missing something, or the 'patch' wasn't provided in proper format... Extreme Quality Flora Compatibility Patch Author: EatChildrenInstallation: Download the compatibility fix. Follow these instructions:Navigate to your Documents folder and open your Witcher 2 folderOpen the UserContent folderOpen the extreme_quality_flora folderExtract the cook.hash file from the download into the extreme_quality_flora folder overwriting/replacing the original fileThis patch allows the Extreme Quality Flora mod to be compatible with the Full Combat Rebalance 2 mod. -
GUIDE The Witcher 2: Enhanced Edition Modding Guide
Bandy replied to SynthetikHD's topic in Unsupported Game Guides
Extreme Quality Flora Compatibility Patch is no longer available at the linked location in this guide, and search at Nexus reveals nothing. If anyone has this archived somewhere, please post, and thank you. EDIT: look here https://forums.cdprojektred.com/forum/en/the-witcher-series/the-witcher/mods-adventures-aa/26117-tw2-extreme-quality-flora-mod-update-fcr-compatibility-fix The link in mod author's thread is also reported down in 2016 and not resolved... :( Also, please note comment within posts at FRC2 download site; these 'fixes' are not reported in this guide, which seems to be abandoned... -
I don't know, I'm skeptical whether they "recreated everything from scratch", looks more like some creative photoshop filters used on re-sized textures, but who am I to say... If you like it and get enjoyment, use it, but beware if your GPU is on the old side, those are rather large sized files.
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There is [pardon my language] a hell of a lot of information in the STEP guide, and while it sometimes is not entirely clear at certain points how to exactly proceed (disabling "Birds of Skyrim" at a certain point springs to mind...), a bit of effort to follow up/research the step should resolve the user's impasse. As a noob to installing STEP and modding TES in general, after a successful install it's hard to understand/remember why you had a problem. Yes, you sometimes need to go back to go forward, but that's just part of the complexity of what you are accomplishing. Do not mistake the following, I'm sure the STEP guide can be improved in places for new people, but wow! You've all done such a terrific job at organizing the guide and making the Skyrim experience so much better graphically and stability-wise for me and my family. Cheers!
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Feeling a bit overwhelmed here
Bandy replied to Dovahkiin's topic in General Skyrim LE Discussion & Support
Nvidia inspector in order to adjust custom game GFX settings within the card's driver. If you have an ATI card forget it, use CCC if it still exists (I haven't used ATI/Radeon in a looong while). I've read about optimizing the DDS textures (DDSopt), but have never done as it seems very laborious, and in truth have not noticed any issues that I am aware of (ie don't know what I'm missing?). That said, I'm fortunate to have a wife who didn't mind that I picked up a GTX 980Ti with 6 GB of vRAM, so no shortage of memory for me. And as far as I've read opinions, Skyrim is simply going to microstutter in places, and nothing will overcome that. It is a DX9 game after all, pushed to its limits. -
Putting together a rig for modding, need advice
Bandy replied to phosphor's topic in Step Banter Inn
Well, not sure how to reply. You're "building a rig" but asking whether 0.1 GHz is going to make a difference when you plan on using a K chip CPU? If you also install an aftermarket CPU cooler (highly recommended anyways) you can easily put a mild overclock (ie not dangerous) on that chipset at least into the mid 4 GHz range. Ask over at overclocking forums. Remember first, Google is your friend. -
This does sound interesting and worthy of a slot. A quick search does not mention it over at TTW, so may not be compatibility with that but please correct me if wrong. Does it need/has been ported into that environment? Thank you.
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Feeling a bit overwhelmed here
Bandy replied to Dovahkiin's topic in General Skyrim LE Discussion & Support
To the OP, I hear your pain :). I'm late to TES series and was overwhelmed by the mod choices available. What a community! The problem is for late comers like us is that there is a mountain of, at times, conflicting information in old threads and a lot of speculation about "clean saves" and "script cleaning scalpels"... After prematurely ending the career of my first beloved lvl 50 character because of self-induced instability, I stumbled upon STEP and the guide. If I have any advice as a relative noob to installing mods (modders make mods, we just install them...) if you really want to have a stable game experience, you have to learn how to use the tools properly. There are no short-cuts you won't pay for in the end. Mod Organizer I think is the best base tool, and while a bit more difficult to learn, once in hand you'll be running with it. All the other supporting tools can be run from within its structure. Read, watch vids, learn, there is no substitute. Then practice good modding procedures, don't install invasive game altering mods mid-play (textures and meshes generally not a problem AFAIK), and never uninstall a mod without going back to a save before it was installed. Back up the entire game folder to another drive before making changes is good advice, HD's are cheap now, just do it. Maybe just me, while not computer illiterate, but did manage to follow the STEP Extended install as I picked up the tools because hands-on experience as you go is a natural way to learn. After STEP-X I've installed many mods to suit my taste and have played through 2 other characters. I'm still learning, I can see how modding becomes a hobby by itself. -
Fallout 4 - The Ultimate Fax Machine
Bandy replied to Gernash's question in General Fallout 4 Support
Yes, anything you make with the software can be placed for upload, either for free or even commercial gain, and no worries about having to pay them (AwesomeBump) any royalties. I'm sure your base gravel image that you made your texture was not lifted from anywhere copyrighted. So you should have a clear conscience. Some images are free to use anyways, just acknowledge the original author. People just want to know their work is appreciated. -
STEP extended, when to install Falskaar and Wyrmstooth?
Bandy replied to DapperDan's question in General Skyrim LE Support
"Why on Earth"? I just quoted one at the top of this page. If you really have to ask that question then you're not getting that everyone doesn't have the skills or experience yet that you do modding this game. That is just elitist, and if ... never mind, I'm done with it.... -
STEP extended, when to install Falskaar and Wyrmstooth?
Bandy replied to DapperDan's question in General Skyrim LE Support
If this is the case, then wouldn't it be helpful for the STEP install guide to at least briefly mention these mods as a possibility? (unless I missed something). So not as part of the core, I understand that, but as least consider pointing it out for the new people. There are always new players coming to STEP who don't know about the 3rd party environs, and/or don't know that this or that mod in the STEP will offer patches for the environs. Sure, these environs and STEP mods can always be installed/reinstalled, but there are so many mods to comb through after the fact. -
Wymrstooth is no longer available in a reliable location. I understand vers 1.6 was the latest. Please, would anyone be willing to (ahem) privately share their download via PM and link? Thank you, and apologies, remove if this violates rules.
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SKYRIMLE Dragon Combat Overhaul with S.T.E.P V2.2.9.2
Bandy replied to Masterblakie's question in General Skyrim LE Support
Bumping this thread to request advice on installing Dragon Combat Overhaul OR Deadly Dragons mods into STEPx. Since my character reached mid level (30+) dragons are simply a push over, first battle with Alduin just went too smoothly with only STEP... Their respective features are provided at Nexus of course, and beleive they are compatible with each other (correct me if wrong here...), BUT which one do you think (or know) is less script heavy, and/or potentially more stable? Not so much interested in installing both. I simply don't have the knowledge to make an informed judgement. Thank you for any advice provided. -
I do not wish to belittle your struggle to get STEP working, as I agree with you, to accomplish the STEP install correctly took me about 2 weeks (spare time only) of reading/understanding mod and mod tool requirements, and the seemingly endless downloads. I had to back track a few times to correct this or that, but in the end it worked fine for me. Subsequent corrections to DynDOLOD were not without 'drama' but again, worked it out, so it is possible for a STEP noob to get it done and have a beautiful game first time. That all said, and while I also agree the STEP guide is quite nicely done, it is written by people who have intimate knowledge of the procedure and tools, and so sometimes what may seem obvious to them is not so for the rest of us. However once hurdles are solved, you can look back and have difficulty seeing where the issue was after the fact. My real-life job requires me to do quite a bit of technical writing, including procedural and software guides https://osteoware.si.edu/, so if I can contribute to this community in any way it would be in this capacity providing constructive critique to make the guide more accessible.
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Good news Shadriss. (Unless I missed something) could you detail whether this is a clean install of IH, or mid-game? "made the swap" can be read a couple ways, and if possible, I'd like to ditch CH on my current play through since I've experienced some CH script issues. Was any other special install treatment required, or was it a simple substitution in a STEP install? I also leave autoloot turned off, but still enjoy the company of a follower on occassion. It somehow makes it less lonely, and there are often hilarious AI moments... I can also see how it would depend on what kind of character you are role-playing, I haven't played enough to explore them all yet.
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The only issue I think others point out is that using it alone, followers cannot ride horses. It looks like some other, more script intensive, follower mod must also be installed. Correct me if I read that wrong. Before STEP I used 'Horse Followers' which has it's own pluses/minuses, but does not have things like mounted chat, loot, harvest, which must admit are growing on me for their, uhmm convenience. If you have even one follower and use a horse, you want them to be on a horse, it's just natural.
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Inappropriate to necro this thread? Many CH users encounter random problems with the CH scripts simply failing. For me all of a sudden I could not fast dismount, talk/loot/harvest from the saddle, or even access my horse inventory/saddle bags. Nothing had changed in my load order at all, it just seemed to randomly and silently fail. Reboot did not help, re-install/replace mod files did not solve. Just to troubleshoot I may decide to go back a few saves when it did work just to see if problem surfaces in that save. Might this be caused by the CH script being orphaned or...? Suppose it wouldn't hurt just to check with one of the script cleaning tools. A workaround exists as posted on mod's thread: 1) Save following mod author recommendations 2) open console ` 2) type: stopquest CH 3) then exit console to either retrieve gear in saddle bags, or not (mod author says it is not required) 4) reopen console 5) type: startquest CH 6) Your whistle will not work, disable the quest requirement in MCM or do it all over (mildly amusing the first time, but...). EDIT: the process above to 'reboot' the scripts resulted in my horse dying each time I 'stopquest' regardless of CH MCM settings. I had to resurrect my horse, which is not difficult, but just a major pain if this issue becomes more frequest... Would be nice to investigate a less script-heavy, more immersive horse mod, for core...